Map switching method and apparatus, storage medium, and device

ABSTRACT

This application discloses a map switching method in a virtual game environment performed at a computer device. The method includes: launching a process corresponding to a round of racing game for a client at the computer device, the round of racing game having a plurality of virtual maps that are spliced together and including a first virtual map and a second virtual map that is connected to the first virtual map through a first teleporter; obtaining a travel position of a first virtual racing car in a first virtual map, the first virtual racing car being controlled by a first account logged into the client; and teleporting the first virtual racing car from the first virtual map to the second virtual map in the round of racing game when the travel position reaches the first teleporter in the first virtual map.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application is a continuation application of PCT Patent ApplicationNo. PCT/CN2020/081271, entitled “MAP SWITCHING METHOD AND APPARATUS, ANDSTORAGE MEDIUM AND DEVICE” filed on Mar. 26, 2020, which claims priorityto Chinese Patent Application No. 201910346254.1, filed with the StateIntellectual Property Office of the People's Republic of China on Apr.26, 2019, and entitled “MAP SWITCHING METHOD AND APPARATUS, STORAGEMEDIUM, AND ELECTRONIC APPARATUS IN GAME APPLICATION”, all of which areincorporated herein by reference in their entirety.

FIELD OF THE TECHNOLOGY

This application relates to the field of computers, and specifically, toa map switching technology.

BACKGROUND OF THE DISCLOSURE

In the related art, in a process that a client runs a racing game, ahomeowner generally selects one map as a map used for racing before around of racing game starts.

SUMMARY

Embodiments of this application provide a map switching method andapparatus, a storage medium, and a device, to implement an effect ofcrossing over a plurality of virtual maps in a round of racing game andimprove map richness in the racing game.

According to an aspect of the embodiments of this application, a mapswitching method is provided, including:

launching a process corresponding to a round of racing game for a clientat the computer device, the round of racing game having a plurality ofvirtual maps that are spliced together and including a first virtual mapand a second virtual map that is connected to the first virtual mapthrough a first teleporter;

obtaining a travel position of a first virtual racing car in a firstvirtual map, the first virtual racing car being controlled by a firstaccount logged into the client; and

teleporting the first virtual racing car from the first virtual map tothe second virtual map in the round of racing game when the travelposition reaches the first teleporter in the first virtual map.

In one example, the method further includes: switching a virtual racingcar controlled by the first account in the second virtual map from thefirst virtual racing car to a second virtual racing car when the secondvirtual map is a target virtual map; and controlling the second virtualracing car to travel in the second virtual map, the target virtual mapand the second virtual racing car being selected by the first accountbefore the round of racing game starts.

According to still another aspect of the embodiments of thisapplication, a non-transitory computer-readable storage medium isfurther provided, storing a plurality of computer programs, the computerprograms, when executed by a processor of a computer device, causing thecomputer device to perform the aforementioned map switching method.

According to still another aspect of the embodiments of thisapplication, a computer device is further provided, including a memory,a processor, and a plurality of computer programs stored on the memoryand executable on the processor, the processor performing theaforementioned map switching method by using the computer programs.

In the embodiments of this application, a user may log into a client byusing a first account, to control a first virtual racing car to performa round of racing game in the client. In a process that the client runsa round of racing game, a travel position of the first virtual racingcar in a first virtual map of the round of racing game is obtained, andif it is determined that the travel position reaches a first teleporterin the first virtual map, the first virtual racing car is teleportedfrom the first virtual map to a second virtual map in the round ofracing game. In the foregoing method, after the first virtual racing carreaches a specified position, the first virtual racing car is switchedto a different virtual map, to implement an effect of crossing over aplurality of virtual maps in a round of racing game and improve maprichness in the racing game, thereby further resolving a technicalproblem of monotonous maps and poor richness of the racing game existingin the related art.

BRIEF DESCRIPTION OF THE DRAWINGS

The accompanying drawings described herein are used to provide a furtherunderstanding of this application, and form part of this application.Exemplary embodiments of this application and descriptions thereof areused to explain this application, and do not constitute anyinappropriate limitation to this application. In the accompanyingdrawings:

FIG. 1 is a schematic diagram of an application environment of a mapswitching method according to an embodiment of this application.

FIG. 2 is a schematic flowchart of a map switching method according toan embodiment of this application.

FIG. 3 is a schematic diagram of a map switching method according to anembodiment of this application.

FIG. 4 is a schematic diagram of another map switching method accordingto an embodiment of this application.

FIG. 5 is a schematic diagram of still another map switching methodaccording to an embodiment of this application.

FIG. 6 is a schematic diagram of still another map switching methodaccording to an embodiment of this application.

FIG. 7 is a schematic diagram of still another map switching methodaccording to an embodiment of this application.

FIG. 8 is a schematic diagram of still another map switching methodaccording to an embodiment of this application.

FIG. 9 is a schematic diagram of still another map switching methodaccording to an embodiment of this application.

FIG. 10 is a schematic diagram of still another map switching methodaccording to an embodiment of this application.

FIG. 11 is a schematic diagram of still another map switching methodaccording to an embodiment of this application.

FIG. 12(a) and FIG. 12(b) are schematic diagrams of still another mapswitching method according to an embodiment of this application.

FIG. 13 is a schematic diagram of still another map switching methodaccording to an embodiment of this application.

FIG. 14 is a schematic flowchart of another map switching methodaccording to an embodiment of this application.

FIG. 15 is a schematic diagram of still another map switching methodaccording to an embodiment of this application.

FIG. 16 is a schematic diagram of still another map switching methodaccording to an embodiment of this application.

FIG. 17 is a schematic structural diagram of a map switching apparatusaccording to an embodiment of this application.

FIG. 18 is a schematic structural diagram of a device according to anembodiment of this application.

DESCRIPTION OF EMBODIMENTS

In order to make a person skilled in the art better understand thesolutions of this application, the following clearly and completelydescribes the technical solutions in the embodiments of this applicationwith reference to the accompanying drawings in the embodiments of thisapplication. Apparently, the described embodiments are only some of theembodiments of this application rather than all of the embodiments. Allother embodiments obtained by a person of ordinary skill in the artbased on the embodiments of this application without creative effortsshall fall within the protection scope of this application.

In this specification, claims, and accompanying drawings of thisapplication, the terms “first”, “second”, and so on are intended todistinguish similar objects but do not necessarily indicate a specificorder or sequence. It is to be understood that the data used in this waymay be interchanged in an appropriate case, so that the embodiments ofthis application described herein can be implemented in a sequence otherthan the sequence illustrated or described herein. Moreover, the terms“include”, “contain” and any other variants mean to cover thenon-exclusive inclusion, for example, a process, method, system,product, or device that includes a list of steps or units is notnecessarily limited to those expressly listed steps or units, but mayinclude other steps or units not expressly listed or inherent to such aprocess, method, system, product, or device.

According to an aspect of the embodiments of this application, a mapswitching method is provided, and the map switching method is applicableto a game application scenario. In one implementation, the map switchingmethod is applicable to, but not limited to, an environment shown inFIG. 1.

In FIG. 1, a user 102 may perform human-computer interaction with userequipment 104. The user equipment 104 includes a memory 106 configuredto store interaction data and a processor 108 configured to processinteraction data. The user equipment 104 and a server 112 may performdata exchange with each other by using a network 110. The server 112includes a database 114 configured to store interaction data and aprocessing engine 116 configured to process interaction data. A clientis run on the user equipment 104, the user 102 may log into the clientby using a first account, and a racing game is run on the client. Theuser 102 may control a first virtual racing car 104-4 corresponding tothe first account and on a first virtual map 104-2 in the racing gamethrough human-computer interaction, and teleport the first virtualracing car from the first virtual map 104-2 to a second virtual map104-8 in a case of detecting that a current travel position of the firstvirtual racing car 104-4 reaches a first teleporter 104-6.

In the related art, in a racing game, generally only one map can beselected before the game, and racing game is then performed by using theselected map. However, the foregoing method is monotonous in map andpoor in richness. In this solution, when it is detected that the firstvirtual racing car corresponding to the first account in the racing gamereaches a specified position, the first virtual racing car may beswitched to a different virtual map, thereby resolving the problem ofmonotonous maps of the racing game and implementing an effect ofenriching maps in the racing game.

In one implementation, the foregoing map switching method may beapplicable to, but not limited to, terminals that can perform computingof data, for example, terminals such as a mobile phone, a tabletcomputer, a laptop computer, and a personal computer (PC). The networkmay include, but is not limited to, a wireless network or a wirednetwork. The wireless network includes a wireless fidelity (Wi-Fi)network and other networks implementing wireless communication. Thewired network may include, but is not limited to: a wide area network, ametropolitan area network, and a local area network. The server mayinclude, but not limited to, any hardware device that can performcomputation.

In one implementation, as shown in FIG. 2, the map switching methodincludes the following steps:

S202. Obtain a travel position of a first virtual racing car in a firstvirtual map in a process that a client runs a round of racing game, thefirst virtual racing car being controlled by a first account logged intothe client, and the first virtual map being a virtual map in the roundof racing game.

S204. Teleport the first virtual racing car from the first virtual mapto a second virtual map in the round of racing game when the travelposition reaches a first teleporter in the first virtual map, the firstvirtual map being connected to the second virtual map through the firstteleporter, a virtual map used in the round of racing game being splicedby a plurality of virtual maps, and the plurality of virtual mapsincluding the first virtual map and the second virtual map.

In one implementation, the map switching method may be applicable, butnot limited, to the game field. The process corresponding to the roundof racing game is launched for the client at the computer device beforestep S202. In this case, the plurality of virtual maps are splicedtogether as a complete virtual map for the round of racing game. In aprocess that the client to which the first account is logged in runs agame, when a position of the racing car controlled by the first accountreaches a specified position, the racing car is teleported from onevirtual map to another virtual map, to complete virtual map switching.

By using the foregoing method, when it is detected that the firstvirtual racing car corresponding to the first account in the racing gamereaches a specified position, the first virtual racing car may beswitched to a different virtual map, thereby resolving the problem ofmonotonous maps of the racing game and implementing an effect ofenriching maps in the racing game.

In one implementation, a plurality of check points may be set on eachvirtual map in this embodiment, and a check point corresponding to avirtual racing car on a virtual map is a position of the virtual racingcar on the virtual map. When the check point of the virtual racing caron the virtual map overlaps with the first teleporter, it may beconsidered that the virtual racing car moves to the first teleporter.The foregoing overlap may not necessarily be complete overlap and mayalternatively be overlap with a relatively small error.

In one implementation, in this embodiment, after a plurality of playersare matched together and before a racing game is started, a plurality ofvirtual maps may be further selected from a virtual map set. In thisembodiment, the plurality of virtual maps may be randomly selected by asystem, or the plurality of virtual maps may be selected by one or moreplayers in the plurality of players participating in the racing game,and the plurality of virtual maps include the first virtual map and thesecond virtual map. For example, each player selects one virtual map, oronly one or more players select one virtual map.

In one implementation, in this embodiment, after the plurality ofvirtual maps are selected, the plurality of virtual maps need to bespliced into a virtual map, and a splicing sequencing is random. Afterobtaining a total map by splicing the plurality of virtual maps, a roundof racing game is performed by using the total map.

For example, as shown in FIG. 3, FIG. 3 is an interface display diagramof selecting a virtual map. A map display region 302 in FIG. 3 displaysa plurality of virtual maps, and the user may select one virtual map inthe map display region 302. In one implementation, after the userselects a virtual map, the selected virtual map may be determined bytapping an OK button 304. For example, if the user selects a map 1, themap 1 and other selected virtual maps are spliced into a total map foruse in racing.

In one implementation, in a process of splicing maps, a virtual tunnelmay be disposed between two adjacent maps. In a process that the usercontrols the virtual racing car for racing, when the virtual racing carmoves to an end point of a virtual map, the virtual racing car passesthrough the tunnel and reaches a starting point of another virtual map.For example, as shown in FIG. 4, FIG. 4 includes three virtual maps andtwo virtual tunnels. An end point of the first virtual map 402-1 isconnected to a starting point of the first virtual tunnel 404-1, an endpoint of the first virtual tunnel 404-1 is connected to a starting pointof the second virtual map 402-2, an end point of the second virtual map402-2 is connected to a starting point of the second virtual tunnel404-2, and an end point of the second virtual tunnel 404-2 is connectedto a starting point of the third virtual map 402-3.

Alternatively, the virtual maps and the virtual tunnels in thisembodiment may form a closed loop. For example, as shown in FIG. 5, FIG.5 includes three virtual maps and three virtual tunnels. The virtual map502-1, the virtual map 502-2, and the virtual map 502-3 are connected toeach other by using the virtual tunnel 504-1, the virtual tunnel 504-2,and the virtual tunnel 504-3, to form a closed loop. The user needs totravel along a line for one cycle or several cycles.

In one implementation, as shown in FIG. 6, FIG. 6 is a display manner ofa virtual tunnel. In a round of racing game, a first virtual racing car602 controlled by a first account moves in a first virtual map. An entry604 of a virtual tunnel is displayed at an end of the first virtual map,and in a case of reaching the entry 604 of the virtual tunnel, the firstvirtual racing car enters the virtual tunnel.

As shown in FIG. 7, FIG. 7 is an interface diagram of traveling in avirtual tunnel. 702 in FIG. 7 is an exit of the virtual tunnel.

In one implementation, after entering the virtual tunnel from the entryof the virtual tunnel, the first virtual racing car cannot exit thevirtual tunnel from the entry of virtual tunnel and can move freely inthe virtual tunnel until the first virtual racing car enters a secondvirtual map from the exit of the virtual tunnel.

For example, as shown in FIG. 8, after the first virtual racing carenters the virtual tunnel 802 and passes through a check point 804, whenthe first virtual racing car retreats and triggers the check point 804,the first virtual racing car is reset to a reset point 806 to preventthe first virtual racing car from retreating to exit the virtual tunnel.After the first virtual racing car passes through a check point 808, thefirst virtual racing car travels out of the virtual tunnel and entersthe second virtual map.

In one implementation, the resetting is to move a virtual racing carfrom one position to another position within a predetermined timeperiod. In another example, in the foregoing embodiment, when a stayduration of the first virtual racing car in the virtual tunnel exceeds apredetermined duration, the first virtual racing car is teleported to astarting position of the second virtual map.

In one implementation, after the first virtual racing car enters thesecond virtual map, if the second virtual map is not a target virtualmap selected by the first account corresponding to the first virtualracing car in this round of racing game, no extra setting is performedon the first virtual racing car, and the first virtual racing car may becontrolled to normally perform a drift operation, accumulate nitrousoxide, use nitrous oxide, use a prop, and the like. If the secondvirtual map is a target virtual map selected by the first accountcorresponding to the first virtual racing car or a target virtual mapselected by a teammate of the first account, and the first accountselects a virtual racing car and/or a first ability corresponding to thetarget virtual map in advance, after the first virtual racing car entersthe second virtual map, the first virtual racing car needs to beadjusted in this case.

For example, when the first account or a teammate of the first accountselects a first ability in advance, after the first virtual racing carenters the second virtual map (the target virtual map), the firstvirtual racing car is permitted to use the first ability, and the firstability is forbidden for the first virtual racing car on other virtualmaps.

For example, as shown in FIG. 9, FIG. 9 is an ability selectioninterface, and the user may select a first ability from a plurality ofabilities as an ability used in the target virtual map. When there isonly one ability, the user may select whether to configure the firstability for the target virtual map.

In one implementation, the first ability may be an ability improving aperformance parameter such as a speed of the first virtual racing car.For example, as shown in FIG. 10 and FIG. 11, FIG. 10 is a situationthat the second virtual map is not the target virtual map, and FIG. 11is a situation that the second virtual map is the target virtual map. InFIG. 11, the first ability is activated for the first virtual racingcar, so that a speed 1102 of the first virtual racing car is greaterthan a speed 1002 in FIG. 10 in which the first ability is notactivated.

In one implementation, the first ability may be activated immediatelywhen the second virtual map is entered and the second virtual map is thetarget virtual map, or may be activated when an activation instructionis received, for example, activated when an activation instruction ofthe user is received.

In one implementation, when the first virtual racing car enters thesecond virtual map and the second virtual map is the target virtual map,if the first account selects a second virtual racing car matching thetarget virtual map in advance, after the first virtual racing car entersthe target virtual map, the first virtual racing car is replaced withthe second virtual racing car, and after the second virtual racing cartravels out of the target virtual map, the second virtual racing car isreplaced with the first virtual racing car.

In one implementation, the second virtual racing car may be a racing carwith performance better than that of the first virtual racing car, forexample, a faster speed, a faster start, or a smaller collision impact.

For example, as shown in FIG. 12(a) and FIG. 12(b), a map in FIG. 12(a)is not the target virtual map corresponding to the first account, andthe first virtual racing car 1202 corresponding to the first accountdoes not change; and a map in FIG. 12(b) is the target virtual mapcorresponding to the first account, and the first virtual racing carcorresponding to the first account is replaced with the second virtualracing car 1204. A speed of the second virtual racing car 1204 isgreater than a speed of the first virtual racing car.

In one implementation, the user may select the second virtual racing carcorresponding to the target virtual map in advance. For example, asshown in FIG. 13, the user may select a virtual racing car in a virtualracing car selection region 1302 as the second virtual racing car usedin the target virtual map.

In one implementation, in this embodiment, a team ability may be furtherconfigured for the first account and a teammate of the first account,and the team ability needs to be triggered by the first account and theteammate of the first account jointly. For example, a team nitrous oxideslot is set, and energy may be added to the team nitrous oxide slot whenthe first virtual racing car (or the second virtual racing car in thetarget virtual map) corresponding to the first account and a thirdvirtual racing car controlled by the teammate of the first accountperform a drift operation. When the team nitrous oxide slot is full ofenergy, nitrous oxide is configured for the first account and a secondaccount simultaneously.

Description is made below on the map switching method with reference toS1402 to S1412 in FIG. 14. As shown in FIG. 14, the method includes thefollowing steps:

S1402. Obtain a travel position.

In a process that a first virtual racing car travels in a first virtualmap, a travel position of the first virtual racing car is obtained.

S1404. Whether a first teleporter is reached. If yes, S1406 isperformed. If no, S1402 is performed.

S1406. Enter a virtual tunnel.

If the travel position reaches the first teleporter, the first virtualracing car is teleported into the virtual tunnel.

S1408. Travel in the virtual tunnel.

S1410. Whether an end point of the virtual tunnel is reached, if yes,S1412 is performed, and if no, S1408 is performed.

S1412. Enter a second virtual map.

When the first virtual racing car reaches the end point of the virtualtunnel, the first virtual racing car is teleported into the secondvirtual map. In this case, virtual map switching is completed.

According to the method in this embodiment, in a case of detecting thatthe travel position of the first virtual racing car reaches the firstteleporter, the first virtual racing car may be teleported from thefirst virtual map to the second virtual map, thereby implementing aneffect of crossing over a plurality of virtual maps in a round of racinggame and improving map richness in the racing game.

In one implementation, after the first virtual racing car is teleportedfrom the first virtual map to the second virtual map in a round ofracing game, the method further includes:

S1, switching a virtual racing car controlled by the first account inthe second virtual map from the first virtual racing car to a secondvirtual racing car when the second virtual map is a target virtual map,and controlling the second virtual racing car to travel in the secondvirtual map, the target virtual map being a virtual map selected by thefirst account before the round of racing game starts, and the secondvirtual racing car being a virtual racing car selected by the firstaccount to travel on the target virtual map before the round of racinggame starts.

For example, a case that the first account selects a second virtualracing car with better performance in advance is used as an example,after the first virtual racing car controlled by the first accountreaches the second virtual map, if the second virtual map is the targetvirtual map selected by the first account in advance, in this case, thefirst virtual racing car is replaced with the second virtual racing car,and after the second virtual racing car travels out of the secondvirtual map, the second virtual racing car is restored back to the firstvirtual racing car.

According to the method in this embodiment, by replacing the virtualracing car, gameplay flexibility of the racing game is improved whilemaps in the racing game are enriched.

In one implementation, in a case of controlling the second virtualracing car to travel in the second virtual map, the method furtherincludes:

S1, activating a first ability configured for the second virtual racingcar on the client, the first ability being configured to improve aperformance parameter of the second virtual racing car, and the firstability being an ability selected by the first account before the roundof racing game starts and automatically activated or activated by anactivation instruction on the target virtual map.

For example, a case that the first ability is an acceleration ability isused as an example, after the first virtual racing car controlled by thefirst account reaches the second virtual map, if the second virtual mapis the target virtual map selected by the first account in advance, whenthe first virtual racing car has been replaced with the second virtualracing car, the second virtual racing car further needs to beaccelerated in this case. If the acceleration ability is anautomatically triggered ability, the second virtual racing car isaccelerated on the second virtual map all the way; and if theacceleration ability is an actively triggered ability, the secondvirtual racing car is accelerated after an acceleration instruction ofthe user is received.

According to the method in this embodiment, by accelerating the secondvirtual racing car, gameplay flexibility of the racing game is improvedwhile maps in the racing game are enriched.

In one implementation, after the first virtual racing car is teleportedfrom the first virtual map to the second virtual map in a round ofracing game, the method further includes:

S1, controlling the first virtual racing car to travel in the secondvirtual map; and

S2, activating a second ability configured for the first virtual racingcar on the client when the second virtual map is a target virtual map,the target virtual map being a virtual map selected by the first accountbefore the round of racing game starts, the second ability beingconfigured to improve a performance parameter of the first virtualracing car, and the second ability being an ability selected by thefirst account before the round of racing game starts and automaticallyactivated or activated by an activation instruction on the targetvirtual map.

For example, in this embodiment, if only the second ability is selectedin advance, and a virtual racing car corresponding to the target virtualmap is not selected, in this case, after the first virtual racing carcontrolled by the first account enters the second virtual map and thesecond virtual map is the target virtual map corresponding to the firstaccount, the second ability is automatically activated for the firstvirtual racing car, or the second ability is activated when anactivation instruction is received. The second ability may be an abilityaccelerating the first virtual racing car or increase various parametersof the first virtual racing car.

According to this embodiment, by configuring a second ability for thefirst virtual racing car when the second ability is selected in advance,gameplay flexibility of the racing game is improved while maps in theracing game are enriched.

In one implementation, after the first virtual racing car is teleportedfrom the first virtual map to the second virtual map in a round ofracing game, the method further includes:

S1, using the first virtual racing car as a virtual racing carcontrolled by the first account in the second virtual map when thesecond virtual map is different from a target virtual map, andcontrolling the first virtual racing car to travel in the second virtualmap, the target virtual map being a virtual map selected by the firstaccount before the round of racing game starts.

In this embodiment, the second virtual map is not the target virtual mapcorresponding to the first account, in this case, the first virtualracing car of the first account is not adjusted, and original parametersof the first virtual racing car are maintained.

According to this embodiment, by still maintaining performanceparameters of the first virtual racing car when the second virtual mapis not the target virtual map corresponding to the first account, gamefairness is ensured while maps in the racing game are enriched.

In one implementation, in a case of controlling the first virtual racingcar to travel in the second virtual map, the method further includes:

S1, activating, in a case of receiving an activation instruction usedfor activating a third ability, the third ability on the client, thethird ability being an ability configured for the first virtual racingcar on the second virtual map, and the third ability including anability configured for the first virtual racing car on the first virtualmap.

In one implementation, when the second virtual map is not the targetvirtual map corresponding to the first account, the first account canstill perform operations such as a drift operation, an accelerationoperation performed by using nitrous oxide, or using a prop on the firstvirtual racing car. However, in this case, the first virtual racing caris not replaced with the second virtual racing car, and no extra abilityis configured for the first virtual racing car.

According to the method in this embodiment, fairness of the racing gameis improved while maps in the racing game are enriched.

In one implementation, the method further includes:

S1, selecting a plurality of virtual maps including the first virtualmap and the second virtual map from a virtual map set before a round ofracing game starts; and

S2, splicing the plurality of virtual maps into a virtual map used inthe round of racing game.

In one implementation, in this embodiment, if there is a second accountthat is in a same group or a same team or a same camp with the firstaccount, any account of the first account and the second account mayselect a virtual map, or only one account in a team selects a virtualmap. When the virtual map is selected by one account, virtual mapsselected by accounts in the same team or group or camp are spliced intoa total map, and the total map is used in a round of racing game forracing.

In one implementation, the splicing process may be executed by a clientor a server. For example, after a server receives virtual maps reportedby clients, the server splices the virtual maps into a total map andthen distributes the total map to the clients.

According to the method in this embodiment, flexibility in selectingvirtual maps is improved while maps in the racing game are enriched.

In one implementation, the method further includes:

S1, receiving a first instruction of the first account before a round ofracing game starts, the first instruction being used for selecting onevirtual map from a plurality of virtual maps as the target virtual mapof the first account, and the plurality of virtual maps being splicedinto a virtual map used in the round of racing game.

In one implementation, in this embodiment, if there is a second accountthat is in a same group or a same team or a same camp with the firstaccount, a virtual map selected by any account of the first account andthe second account may be used as a target virtual map of the firstaccount and the second account, and in this way, there is no need thateach account selects a virtual map.

According to the method in this embodiment, flexibility in selectingvirtual maps is improved while maps in the racing game are enriched.

In one implementation, the method further includes:

S1, receiving a second instruction of the first account before a roundof racing game starts, the second instruction being used for selecting avirtual racing car used on the target virtual map from a plurality ofvirtual racing cars for the first account.

In one implementation, in this embodiment, if there is a second accountthat is in a same group or a same team or a same camp with the firstaccount, a virtual racing car selected by any account of the firstaccount and the second account may be used as a virtual racing car usedby the first account and the second account on the target virtual map,and in this way, there is no need that each account selects a virtualracing car. Alternatively, one account may select a target virtual map,and another account selects a virtual racing car used on the targetvirtual map.

According to the method in this embodiment, flexibility in selectingvirtual racing cars is improved while maps in the racing game areenriched.

In one implementation, the method further includes:

S1, receiving a third instruction of the first account before a round ofracing game starts, the third instruction being used for configuring anability on the target virtual map for the first account.

In one implementation, if there is a second account that is in a samegroup or a same team or a same camp with the first account, an abilityselected by any account of the first account and the second account maybe used as an ability used by the first account and the second accounton the target virtual map, and in this way, there is no need that eachaccount selects an ability. One account may select a target virtual map,and another account selects an ability used on the target virtual map.

According to the method in this embodiment, flexibility in selectingabilities is improved while maps in the racing game are enriched.

In one implementation, the method further includes:

S1, activating, in a case of obtaining a fourth instruction of the firstaccount, a fourth ability of the first account in a process of a roundof racing game, the fourth ability being configured to improve aperformance parameter of the first virtual racing car, the fourthability being an ability configured for the first account and the secondaccount, and the second account and the first account being in a samecamp.

In one implementation, in this embodiment, a team ability is configuredfor the first account and the second account being in a same camp withthe first account. The team ability is an ability that may be used byall accounts in the same camp, and is also an ability that can only beobtained through cooperation of all the accounts in the same camp. Forexample, when the first account and the second account are in the samecamp, the first account and the second account correspond to a teamnitrous oxide slot, nitrous oxide in the team nitrous oxide slot may beincreased when the first account performs a drift operation or thesecond account performs a drift operation, and when a nitrous oxidevalue in the team nitrous oxide slot is full or reaches a predeterminedthreshold, nitrous oxide is configured for the first account and thesecond account simultaneously.

According to the method in this embodiment, flexibility of abilityconfigurations is improved while maps in the racing game are enriched.

In one implementation, in a process that a client to which the firstaccount is logged in runs a round of racing game, after a travelposition in a first virtual map of a first virtual racing car controlledby the first account in the first virtual map in the round of racinggame, the method further includes:

S1, reporting the travel position to a server.

In one implementation, a plurality of check points may be set on eachvirtual map in this embodiment. When the first virtual racing cartravels on a virtual map, a check point on which the first virtualracing car is located may be detected. The check point on which thefirst virtual racing car is located is reported to a server, so that theserver knows a position of the first virtual racing car.

The following describes a method for performing data synchronization byusing a server. As shown in FIG. 15, the method includes:

S1502. Report a check point of a first virtual racing car.

S1504. Report a check point of a third virtual racing car.

A client 1 to which the first account is logged in reports a racing carcheck point of the first virtual racing car controlled by the firstaccount to the server, and a client 2 to which the second account islogged in reports a position of a check point of the third virtualracing car controlled by the second account to the server.

S1506. Synchronize data.

The server implements position synchronization of the first virtualracing car and the third virtual racing car.

S1508. Distribute a position of the third virtual racing car.

S1510. Distribute a position of the first virtual racing car.

The server then distributes the position of the third virtual racing carto the client 1 and distributes the position of the first virtual racingcar to the client 2, so that the client to which the first account islogged in may display the position of the third virtual racing carcontrolled by the second account.

In this embodiment, running of a racing game is ensured by using theserver in FIG. 16. A ranking server is responsible for ranking places ofa plurality of accounts, a matching server is responsible for matchingopponents in a racing game, a distribution server is configured todistribute a room for matched players, a team server is responsible formanaging team information, a user name server is configured to manageinformation such as user names and passwords, and an online state serveris configured to manage a state after an account is logged in. Anauthentication server is configured to authenticate whether a passwordof an account is correct, and a connection server connects the accountto a game server when the password is correct. After a plurality ofaccounts are connected to a battle server through the connection server,the battle server is responsible for multiplayer battle. A forwardingserver is configured to forward data generated by the racing game, and adatabase is configured to store the data generated by the racing game.

According to this embodiment, by reporting positions of virtual racingcars to a server, positions of virtual racing cars of different accountsmay be synchronized and displayed, thereby ensuring data synchronizationwhile enriching map richness of the racing game.

For ease of description, the foregoing method embodiments are stated asa combination of a series of actions. However, a person skilled in theart is to know that this application is not limited to the describedaction sequence, because according to this application, some steps maybe performed in another sequence or simultaneously. In addition, aperson skilled in the art is also to understand that the embodimentsdescribed in this specification are all exemplary embodiments, and theinvolved actions and modules are not necessarily required by thisapplication.

Description is made below with reference to a game. After a playerselects a home map and a home car/home ability in a selection stage, abackend records the selection of the player and distributes theselections to clients in an opening packet.

A map in a client is segmented into sections, and each sectioncorresponds to a check point. A traveling mode splices three maps withtwo teleporting tunnels, and merges five maps into a larger map.

When a game starts, the client reports a check point in which a virtualracing car is currently located at an interval of a predetermined time,the backend compares the check point with a teleporter in aconfiguration, and if it is determined that the virtual racing carreaches the teleporter, a current player is teleported into ateleporting tunnel and then teleported into a next map through theteleporting tunnel. The backend records the home map and the homecar/ability selected by the player, after the player is teleported tothe home map, if a home car is selected, the backend triggerscharacteristics of the new car. In addition, if a home ability isselected, the player may alternatively enjoy the home ability in thehome map.

A team ability is shared by a team, the backend records a progress valueof the team ability for each team, and the progress value may beincreased after any player in a team drifts and collects nitrous oxide.When the progress value is full, a team ability is generated for twoplayers in the team.

According to another aspect of the embodiments of this application, amap switching apparatus for implementing the foregoing map switchingmethod is further provided. As shown in FIG. 17, the apparatus includes:

(1) an obtaining unit 1702, configured to obtain a travel position of afirst virtual racing car in a first virtual map in a process that aclient runs a round of racing game, the first virtual racing car beingcontrolled by a first account logged into the client, and the firstvirtual map being a virtual map in the round of racing game; and

(2) a teleporting unit 1704, configured to teleport the first virtualracing car from the first virtual map to a second virtual map in theround of racing game when the travel position reaches a first teleporterin the first virtual map, the first virtual map being connected to thesecond virtual map through the first teleporter, a virtual map used inthe round of racing game being spliced by a plurality of virtual maps,and the plurality of virtual maps including the first virtual map andthe second virtual map.

In one implementation, a client may run on the apparatus, and the clientmay run a racing game.

In one implementation, the map switching apparatus may be applicable,but not limited, to the game field. In a process that the client towhich the first account is logged in runs a game, when a position of theracing car controlled by the first account reaches a specified position,the racing car is teleported from one virtual map to another virtualmap, to complete virtual map switching.

By using the foregoing method, when it is detected that the firstvirtual racing car corresponding to the first account in the racing gamereaches a specified position, the first virtual racing car may beswitched to a different virtual map, thereby resolving the problem ofmonotonous maps of the racing game and implementing an effect ofenriching maps in the racing game.

In one implementation, a plurality of check points may be set on eachvirtual map in this embodiment, and a check point corresponding to avirtual racing car on a virtual map is a position of the virtual racingcar on the virtual map. When the check point of the virtual racing caron the virtual map overlaps with the first teleporter, it may beconsidered that the virtual racing car moves to the first teleporter.The foregoing overlap may not necessarily be complete overlap and mayalternatively be overlap with a relatively small error.

In one implementation, in this embodiment, after a plurality of playersare matched together and before a racing game is started, a plurality ofvirtual maps may be further selected from a virtual map set. In thisembodiment, the plurality of virtual maps may be randomly selected by asystem, or the plurality of virtual maps may be selected by one or moreplayers in the plurality of players participating in the racing game,and the plurality of virtual maps include the first virtual map and thesecond virtual map. For example, each player selects one virtual map, oronly one or more players select one virtual map.

In one implementation, in this embodiment, after the plurality ofvirtual maps are selected, the plurality of virtual maps need to bespliced into a virtual map, and a splicing sequencing is random. Afterobtaining a total map by splicing the plurality of virtual maps, a roundof racing game is performed by using the total map.

For example, as shown in FIG. 3, FIG. 3 is an interface display diagramof selecting a virtual map. A map display region 302 in FIG. 3 displaysa plurality of virtual maps, and the user may select one virtual map inthe map display region 302. In one implementation, after the userselects a virtual map, the selected virtual map may be determined bytapping an OK button 304. For example, if the user selects a map 1, themap 1 and other selected virtual maps are spliced into a total map foruse in racing.

In one implementation, in a process of splicing maps, a virtual tunnelmay be disposed between two adjacent maps. In a process that the usercontrols the virtual racing car for racing, when the virtual racing carmoves to an end point of a virtual map, the virtual racing car passesthrough the tunnel and reaches a starting point of another virtual map.For example, as shown in FIG. 4, FIG. 4 includes three virtual maps andtwo virtual tunnels. An end point of the first virtual map 402-1 isconnected to a starting point of the first virtual tunnel 404-1, an endpoint of the first virtual tunnel 404-1 is connected to a starting pointof the second virtual map 402-2, an end point of the second virtual map402-2 is connected to a starting point of the second virtual tunnel404-2, and an end point of the second virtual tunnel 404-2 is connectedto a starting point of the third virtual map 402-3.

Alternatively, the virtual maps and the virtual tunnels in thisembodiment may form a closed loop. For example, as shown in FIG. 5, FIG.5 includes three virtual maps and three virtual tunnels. The virtual map502-1, the virtual map 502-2, and the virtual map 502-3 are connected toeach other by using the virtual tunnel 504-1, the virtual tunnel 504-2,and the virtual tunnel 504-3, to form a closed loop. The user needs totravel along a line for one cycle or several cycles.

In one implementation, as shown in FIG. 6, FIG. 6 is a display manner ofa virtual tunnel. In a round of racing game, a first virtual racing car602 controlled by a first account moves in a first virtual map. An entry604 of a virtual tunnel is displayed at an end of the first virtual map,and in a case of reaching the entry 604 of the virtual tunnel, the firstvirtual racing car enters the virtual tunnel.

As shown in FIG. 7, FIG. 7 is an interface diagram of traveling in avirtual tunnel. 702 in FIG. 7 is an exit of the virtual tunnel.

In one implementation, after entering the virtual tunnel from the entryof the virtual tunnel, the first virtual racing car cannot exit thevirtual tunnel from the entry of virtual tunnel and can move freely inthe virtual tunnel until the first virtual racing car enters a secondvirtual map from the exit of the virtual tunnel.

For example, as shown in FIG. 8, after the first virtual racing carenters the virtual tunnel 802 and passes through a check point 804, whenthe first virtual racing car retreats and triggers the check point 804,the first virtual racing car is reset to a reset point 806 to preventthe first virtual racing car from retreating to exit the virtual tunnel.After the first virtual racing car passes through a check point 808, thefirst virtual racing car travels out of the virtual tunnel and entersthe second virtual map.

In one implementation, the resetting is to move a virtual racing carfrom one position to another position within a predetermined timeperiod. In another example, in the foregoing embodiment, when a stayduration of the first virtual racing car in the virtual tunnel exceeds apredetermined duration, the first virtual racing car is teleported to astarting position of the second virtual map.

In one implementation, after the first virtual racing car enters thesecond virtual map, if the second virtual map is not a target virtualmap selected by the first account corresponding to the first virtualracing car in this round of racing game, no extra setting is performedon the first virtual racing car, and the first virtual racing car may becontrolled to normally perform a drift operation, accumulate nitrousoxide, use nitrous oxide, use a prop, and the like. If the secondvirtual map is a target virtual map selected by the first accountcorresponding to the first virtual racing car or a target virtual mapselected by a teammate of the first account, and the first accountselects a virtual racing car and/or a first ability corresponding to thetarget virtual map in advance, after the first virtual racing car entersthe second virtual map, the first virtual racing car needs to beadjusted in this case.

For example, when the first account or a teammate of the first accountselects a first ability in advance, after the first virtual racing carenters the second virtual map (the target virtual map), the firstvirtual racing car is permitted to use the first ability, and the firstability is forbidden for the first virtual racing car on other virtualmaps.

For example, as shown in FIG. 9, FIG. 9 is an ability selectioninterface, and the user may select a first ability from a plurality ofabilities as an ability used in the target virtual map. When there isonly one ability, the user may select whether to configure the firstability for the target virtual map.

In one implementation, the first ability may be an ability improving aperformance parameter such as a speed of the first virtual racing car.For example, as shown in FIG. 10 and FIG. 11, FIG. 10 is a situationthat the second virtual map is not the target virtual map, and FIG. 11is a situation that the second virtual map is the target virtual map. InFIG. 11, the first ability is activated for the first virtual racingcar, so that a speed 1102 of the first virtual racing car is greaterthan a speed 1002 in FIG. 10 in which the first ability is notactivated.

In one implementation, the first ability may be activated immediatelywhen the second virtual map is entered and the second virtual map is thetarget virtual map, or may be activated when an activation instructionis received, for example, activated when an activation instruction ofthe user is received.

In one implementation, when the first virtual racing car enters thesecond virtual map and the second virtual map is the target virtual map,if the first account selects a second virtual racing car matching thetarget virtual map in advance, after the first virtual racing car entersthe target virtual map, the first virtual racing car is replaced withthe second virtual racing car, and after the second virtual racing cartravels out of the target virtual map, the second virtual racing car isreplaced with the first virtual racing car.

In one implementation, the second virtual racing car may be a racing carwith performance better than that of the first virtual racing car, forexample, a faster speed, a faster start, or a smaller collision impact.

For example, as shown in FIG. 12(a) and FIG. 12(b), a map in FIG. 12(a)is not the target virtual map corresponding to the first account, andthe first virtual racing car 1202 corresponding to the first accountdoes not change; and a map in FIG. 12(b) is the target virtual mapcorresponding to the first account, and the first virtual racing carcorresponding to the first account is replaced with the second virtualracing car 1204. A speed of the second virtual racing car 1204 isgreater than a speed of the first virtual racing car.

In one implementation, the user may select the second virtual racing carcorresponding to the target virtual map in advance. For example, asshown in FIG. 13, the user may select a virtual racing car in a virtualracing car selection region 1302 as the second virtual racing car usedin the target virtual map.

In one implementation, in this embodiment, a team ability may be furtherconfigured for the first account and a teammate of the first account,and the team ability needs to be triggered by the first account and theteammate of the first account jointly. For example, a team nitrous oxideslot is set, and energy may be added to the team nitrous oxide slot whenthe first virtual racing car (or the second virtual racing car in thetarget virtual map) corresponding to the first account and a thirdvirtual racing car controlled by the teammate of the first accountperform a drift operation. When the team nitrous oxide slot is full ofenergy, nitrous oxide is configured for the first account and a secondaccount simultaneously.

Description is made below on the map switching method with reference toS1402 to S1412 in FIG. 14. As shown in FIG. 14, the method includes thefollowing steps:

S1402. Obtain a travel position.

In a process that a first virtual racing car travels in a first virtualmap, a current travel position of the first virtual racing car isobtained.

S1404. Whether a first teleporter is reached. If yes, S1406 isperformed. If no, S1402 is performed.

S1406. Enter a virtual tunnel.

If the travel position reaches the first teleporter, the first virtualracing car is teleported into the virtual tunnel.

S1408. Travel in the virtual tunnel.

S1410. Whether an end point of the virtual tunnel is reached, if yes,S1412 is performed, and if no, S1408 is performed.

S1412. Enter a second virtual map.

When the first virtual racing car reaches the end point of the virtualtunnel, the first virtual racing car is teleported into the secondvirtual map. In this case, virtual map switching is completed.

According to the method in this embodiment, in a case of detecting thatthe travel position of the first virtual racing car reaches the firstteleporter, the first virtual racing car may be teleported from thefirst virtual map to the second virtual map, thereby implementing aneffect of crossing over a plurality of virtual maps in a round of racinggame and improving map richness in the racing game.

In one implementation, the apparatus further includes:

(1) a switching unit, configured to switch, after the first virtualracing car is teleported from the first virtual map to the secondvirtual map in the round of racing game, a virtual racing car controlledby the first account in the second virtual map from the first virtualracing car to a second virtual racing car when the second virtual map isa target virtual map, and control the second virtual racing car totravel in the second virtual map, the target virtual map being a virtualmap selected by the first account before the round of racing gamestarts, and the second virtual racing car being a virtual racing carselected by the first account to travel on the target virtual map beforethe round of racing game starts.

According to the method in this embodiment, by replacing the virtualracing car, gameplay flexibility of the racing game is improved whilemaps in the racing game are enriched.

In one implementation, the apparatus further includes:

(1) a configuration unit, configured to activate, in a case ofcontrolling the second virtual racing car to travel in the secondvirtual map, a first ability configured for the second virtual racingcar on the client, the first ability being an ability selected by thefirst account before the round of racing game starts and automaticallyactivated or activated by an activation instruction on the targetvirtual map.

According to the method in this embodiment, by accelerating the secondvirtual racing car, gameplay flexibility of the racing game is improvedwhile maps in the racing game are enriched.

In one implementation, the apparatus further includes:

(1) a control unit, configured to control the first virtual racing carto travel in the second virtual map after the first virtual racing caris teleported from the first virtual map to the second virtual map inthe round of racing game; and

(2) a first activation unit, configured to activate a second abilityconfigured for the first virtual racing car on the client when thesecond virtual map is a target virtual map, the target virtual map beinga virtual map selected by the first account before the round of racinggame starts, and the second ability being an ability selected by thefirst account before the round of racing game starts and automaticallyactivated or activated by an activation instruction on the targetvirtual map.

According to this embodiment, by configuring a second ability for thefirst virtual racing car when the second ability is selected in advance,gameplay flexibility of the racing game is improved while maps in theracing game are enriched.

In one implementation, the apparatus further includes:

(1) a determining unit, configured to use, after the first virtualracing car is teleported from the first virtual map to the secondvirtual map in the round of racing game, the first virtual racing car asa virtual racing car controlled by the first account in the secondvirtual map when the second virtual map is different from a targetvirtual map, and control the first virtual racing car to travel in thesecond virtual map, the target virtual map being a virtual map selectedby the first account before the round of racing game starts.

According to this embodiment, by still maintaining performanceparameters of the first virtual racing car when the second virtual mapis not the target virtual map corresponding to the first account, gamefairness is ensured while maps in the racing game are enriched.

In one implementation, the apparatus further includes:

(1) a second activation unit, configured to activate, in a case ofreceiving an activation instruction used for activating a third ability,the third ability on the client in a case of controlling the firstvirtual racing car to travel in the second virtual map, the thirdability being an ability configured for the first virtual racing car onthe second virtual map, and the third ability including an abilityconfigured for the first virtual racing car on the first virtual map.

According to the method in this embodiment, fairness of the racing gameis improved while maps in the racing game are enriched.

In one implementation, the apparatus further includes:

(1) a selection unit, configured to select a plurality of virtual mapsincluding the first virtual map and the second virtual map from avirtual map set before a round of racing game starts; and

(2) a splicing unit, configured to splice the plurality of virtual mapsinto a virtual map used in the round of racing game.

According to the method in this embodiment, flexibility in selectingvirtual maps is improved while maps in the racing game are enriched.

In one implementation, the apparatus further includes:

(1) a first receiving unit, configured to receive a first instruction ofthe first account before a round of racing game starts, the firstinstruction being used for selecting one virtual map from the pluralityof virtual maps as the target virtual map of the first account, and theplurality of virtual maps being spliced into the virtual map used in theround of racing game.

According to the method in this embodiment, flexibility in selectingvirtual maps is improved while maps in the racing game are enriched.

In one implementation, the apparatus further includes:

(1) a second receiving unit, configured to receive a second instructionof the first account before a round of racing game starts, the secondinstruction being used for selecting a virtual racing car used on thetarget virtual map from a plurality of virtual racing cars for the firstaccount.

According to the method in this embodiment, flexibility in selectingvirtual racing cars is improved while maps in the racing game areenriched.

In one implementation, the apparatus further includes:

(1) a third receiving unit, configured to receive a third instruction ofthe first account before a round of racing game starts, the thirdinstruction being used for configuring an ability on the target virtualmap for the first account.

According to the method in this embodiment, flexibility in selectingabilities is improved while maps in the racing game are enriched.

In one implementation, the apparatus further includes:

(2) a third activation unit, configured to activate, in a case ofobtaining a fourth instruction of the first account, a fourth ability ofthe first account in a process of a round of racing game, the fourthability being an ability configured for the first account and a secondaccount, and the second account and the first account being in a samecamp.

According to the method in this embodiment, flexibility of abilityconfigurations is improved while maps in the racing game are enriched.

In one implementation, the apparatus further includes:

(1) a reporting unit, configured to report, after obtaining a travelposition of the first virtual racing car in the first virtual map, thetravel position to a server in a process that a client runs a round ofracing game.

According to this embodiment, by reporting positions of virtual racingcars to a server, positions of virtual racing cars of different accountsmay be synchronized and displayed, thereby ensuring data synchronizationwhile enriching map richness of the racing game.

According to still another aspect of the embodiments of thisapplication, a device for implementing the above map switching method isfurther provided. As shown in FIG. 18, the device includes a memory 1802and a processor 1804. The memory 1802 stores a computer program, and theprocessor 1804 is configured to perform the steps in any one of theabove method embodiments through the computer program.

In one implementation, in this embodiment, the device may be located inat least one of a plurality of network devices in a computer network.

In one implementation, in this embodiment, the processor may beconfigured to perform the following steps by using the computer program:

S1, obtaining a travel position of a first virtual racing car in a firstvirtual map in a process that a client runs a round of racing game, thefirst virtual racing car being controlled by a first account logged intothe client, and the first virtual map being a virtual map in the roundof racing game; and

S2, teleporting the first virtual racing car from the first virtual mapto a second virtual map in the round of racing game when the travelposition reaches a first teleporter in the first virtual map, the firstvirtual map being connected to the second virtual map through the firstteleporter, a virtual map used in the round of racing game being splicedby a plurality of virtual maps, and the plurality of virtual mapsincluding the first virtual map and the second virtual map.

In one implementation, A person of ordinary skill in the art mayunderstand that the structure shown in FIG. 18 is merely an example, andthe device may be a terminal device such as a smartphone (for example,an Android mobile phone and an iOS mobile phone), a tablet computer, apalmtop computer, a mobile Internet device (MID), and a PAD. FIG. 18does not limit the structure of the device. For example, the device mayfurther include more or fewer components (such as a network interface)than those shown in FIG. 18, or have a configuration different from thatshown in FIG. 18.

The memory 1802 may be configured to store a software program and amodule, for example, a program instruction/module corresponding to themap switching method and apparatus in a game application in theembodiments of this application, and the processor 1804 performs variousfunctional applications and data processing by running the softwareprogram and the module stored in the memory 1802, that is, implementingthe foregoing map switching method. The memory 1802 may include ahigh-speed random access memory, and may also include a non-volatilememory, for example, one or more magnetic storage apparatuses, a flashmemory, or another non-volatile solid-state memory. In some embodiments,the memory 1802 may further include memories remotely disposed relativeto the processor 1804, and the remote memories may be connected to aterminal by using a network. Examples of the network include, but arenot limited to, the Internet, an intranet, a local area network, amobile communication network, and a combination thereof. The memory 1802may specifically store, but not limited to, information generated in aracing game. In an example, as shown in FIG. 18, the memory 1802 mayinclude, but is not limited to, the obtaining unit 1702 and theteleporting unit 1704 in the foregoing map switching apparatus. Inaddition, the memory may further include, but is not limited to, othermodule units in the map switching apparatus in the game application, anddetails are not described in this example again. In this application,the term “unit” or “module” refers to a computer program or part of thecomputer program that has a predefined function and works together withother related parts to achieve a predefined goal and may be all orpartially implemented by using software, hardware (e.g., processingcircuitry and/or memory configured to perform the predefined functions),or a combination thereof. Each unit or module can be implemented usingone or more processors (or processors and memory). Likewise, a processor(or processors and memory) can be used to implement one or more modulesor units. Moreover, each module or unit can be part of an overall modulethat includes the functionalities of the module or unit.

In one implementation, the foregoing transmission apparatus 1806 isconfigured to receive or transmit data by using a network. Specificexamples of the foregoing network may include a wired network and awireless network. In an example, the transmission apparatus 1806includes a network interface controller (NIC). The NIC may be connectedto another network device and a router by using a network cable, so asto communicate with the Internet or a local area network. In an example,the transmission apparatus 1806 is a radio frequency (RF) module, whichcommunicates with the Internet in a wireless manner.

In addition, the device further includes: a display 1808, configured todisplay a scene in a racing game; and a connection bus 1810, configuredto connect various module components in the device.

According to still another aspect of the embodiments of thisapplication, a storage medium is further provided. The storage mediumstores a computer program, the computer program being set to performsteps in any one of the foregoing method embodiments when run.

In one implementation, in this embodiment, the storage medium may be setto store a computer program for performing the following steps:

S1, obtaining a travel position of a first virtual racing car in a firstvirtual map in a process that a client runs a round of racing game, thefirst virtual racing car being controlled by a first account logged intothe client, and the first virtual map being a virtual map in the roundof racing game; and

S2, teleporting the first virtual racing car from the first virtual mapto a second virtual map in the round of racing game when the travelposition reaches a first teleporter in the first virtual map, the firstvirtual map being connected to the second virtual map through the firstteleporter, a virtual map used in the round of racing game being splicedby a plurality of virtual maps, and the plurality of virtual mapsincluding the first virtual map and the second virtual map.

In one implementation, in this embodiment, a person of ordinary skill inthe art may understand that all or some of the steps of the methods inthe foregoing embodiments may be implemented by a program instructingrelevant hardware of the terminal device. The program may be stored in acomputer-readable storage medium. The storage medium may include a flashdisk, a read-only memory (ROM), a random access memory (RAM), a magneticdisk, an optical disk, and the like.

According to still another aspect of the embodiments of thisapplication, a computer program product including instructions isprovided, the instructions, when run on a computer, causing the computerto perform the steps according to any one of the foregoing methodembodiments.

The sequence numbers of the foregoing embodiments of this applicationare merely for description purpose but do not imply the preference amongthe embodiments.

When the integrated unit in the foregoing embodiments is implemented ina form of a software functional unit and sold or used as an independentproduct, the integrated unit may be stored in the foregoingcomputer-readable storage medium. Based on such an understanding, thetechnical solutions of this application essentially, or the partcontributing to the related art, or all or some of the technicalsolutions may be implemented in a form of a software product. Thecomputer software product is stored in a storage medium and includesseveral instructions for instructing one or more computer devices (whichmay be a personal computer, a server, a network device, and the like) toperform all or some of the steps of the methods described in theembodiments of this application.

In the foregoing embodiments of this application, descriptions of theembodiments have respective focuses. As for parts that are not describedin detail in one embodiment, reference may be made to the relevantdescriptions of the other embodiments.

In the several embodiments provided in this application, it is to beunderstood that, the disclosed client may be implemented in anothermanner. The apparatus embodiments described above are merely exemplary.For example, the division of the units is merely the division of logicfunctions, and may use other division manners during actualimplementation. For example, a plurality of units or components may becombined, or may be integrated into another system, or some features maybe omitted or not performed. In addition, the coupling, or directcoupling, or communication connection between the displayed or discussedcomponents may be the indirect coupling or communication connection bymeans of some interfaces, units, or modules, and may be electrical or ofother forms.

The units described as separate components may or may not be physicallyseparated, and the components displayed as units may or may not bephysical units, and may be located in one place or may be distributedover a plurality of network units. Some or all of the units may beselected according to actual needs to achieve the objectives of thesolutions of the embodiments.

In addition, functional units in the embodiments of this application maybe integrated into one processing unit, or each of the units may bephysically separated, or two or more units may be integrated into oneunit. The integrated unit may be implemented in the form of hardware, ormay be implemented in a form of a software functional unit.

The foregoing descriptions are merely exemplary implementations of thisapplication. A person of ordinary skill in the art may further makeseveral improvements and modifications without departing from theprinciple of this application, and the improvements and modificationsare also considered as falling within the protection scope of thisapplication.

What is claimed is:
 1. A map switching method performed at a computerdevice, the method comprising: launching a process corresponding to around of racing game for a client at the computer device, the round ofracing game having a plurality of virtual maps that are spliced togetherand including a first virtual map and a second virtual map that isconnected to the first virtual map through a first teleporter; obtaininga travel position of a first virtual racing car in a first virtual map,the first virtual racing car being controlled by a first account loggedinto the client; teleporting the first virtual racing car from the firstvirtual map to the second virtual map in the round of racing game whenthe travel position reaches the first teleporter in the first virtualmap; switching a virtual racing car controlled by the first account inthe second virtual map from the first virtual racing car to a secondvirtual racing car when the second virtual map is a target virtual map;and controlling the second virtual racing car to travel in the secondvirtual map, the target virtual map and the second virtual racing carbeing selected by the first account before the round of racing gamestarts.
 2. The method according to claim 1, further comprising:activating a first ability configured for the second virtual racing caron the client, the first ability being an ability selected by the firstaccount before the round of racing game starts and automaticallyactivated or activated by an activation instruction on the targetvirtual map.
 3. The method according to claim 1, further comprising:controlling the first virtual racing car to travel in the second virtualmap; and activating a second ability configured for the first virtualracing car on the client when the second virtual map is the targetvirtual map, the second ability being an ability selected by the firstaccount before the round of racing game starts and automaticallyactivated or activated by an activation instruction on the targetvirtual map.
 4. The method according to claim 1, further comprising:using the first virtual racing car as a virtual racing car controlled bythe first account in the second virtual map when the second virtual mapis different from the target virtual map.
 5. The method according toclaim 4, further comprising: receiving an activation instruction usedfor activating a third ability; and activating the third ability on theclient, the third ability being an ability configured for the firstvirtual racing car on the second virtual map, and the third abilitycomprising an ability configured for the first virtual racing car on thefirst virtual map.
 6. The method according to claim 1, furthercomprising: selecting the plurality of virtual maps comprising the firstvirtual map and the second virtual map from a virtual map set before theround of racing game starts; and splicing the plurality of virtual mapstogether to be used in the round of racing game.
 7. The method accordingto claim 1, further comprising: receiving a first instruction of thefirst account before the round of racing game starts, the firstinstruction being used for selecting one virtual map from the pluralityof virtual maps as the target virtual map of the first account.
 8. Themethod according to claim 1, further comprising: receiving a secondinstruction of the first account before the round of racing game starts,the second instruction being used for selecting a virtual racing carused on the target virtual map from a plurality of virtual racing carsfor the first account.
 9. The method according to claim 1, furthercomprising: reporting the travel position to a server, wherein theserver forwards the travel position to a second account of the round ofracing game, the second account being logged into another client atanother computer device for controlling another virtual car in the roundof racing game.
 10. A computer device, comprising a memory and aprocessor, the memory storing a plurality of computer programs that,when executed by the processor, cause the computer device to perform aplurality of operations including: launching a process corresponding toa round of racing game for a client at the computer device, the round ofracing game having a plurality of virtual maps that are spliced togetherand including a first virtual map and a second virtual map that isconnected to the first virtual map through a first teleporter; obtaininga travel position of a first virtual racing car in a first virtual map,the first virtual racing car being controlled by a first account loggedinto the client; teleporting the first virtual racing car from the firstvirtual map to the second virtual map in the round of racing game whenthe travel position reaches the first teleporter in the first virtualmap; switching a virtual racing car controlled by the first account inthe second virtual map from the first virtual racing car to a secondvirtual racing car when the second virtual map is a target virtual map;and controlling the second virtual racing car to travel in the secondvirtual map, the target virtual map and the second virtual racing carbeing selected by the first account before the round of racing gamestarts.
 11. The computer device according to claim 10, wherein theplurality of operations further comprise: activating a first abilityconfigured for the second virtual racing car on the client, the firstability being an ability selected by the first account before the roundof racing game starts and automatically activated or activated by anactivation instruction on the target virtual map.
 12. The computerdevice according to claim 10, wherein the plurality of operationsfurther comprise: controlling the first virtual racing car to travel inthe second virtual map; and activating a second ability configured forthe first virtual racing car on the client when the second virtual mapis the target virtual map, the second ability being an ability selectedby the first account before the round of racing game starts andautomatically activated or activated by an activation instruction on thetarget virtual map.
 13. The computer device according to claim 10,wherein the plurality of operations further comprise: using the firstvirtual racing car as a virtual racing car controlled by the firstaccount in the second virtual map when the second virtual map isdifferent from the target virtual map.
 14. The computer device accordingto claim 13, wherein the plurality of operations further comprise:receiving an activation instruction used for activating a third ability;and activating the third ability on the client, the third ability beingan ability configured for the first virtual racing car on the secondvirtual map, and the third ability comprising an ability configured forthe first virtual racing car on the first virtual map.
 15. The computerdevice according to claim 10, wherein the plurality of operationsfurther comprise: selecting the plurality of virtual maps comprising thefirst virtual map and the second virtual map from a virtual map setbefore the round of racing game starts; and splicing the plurality ofvirtual maps together to be used in the round of racing game.
 16. Thecomputer device according to claim 10, wherein the plurality ofoperations further comprise: receiving a first instruction of the firstaccount before the round of racing game starts, the first instructionbeing used for selecting one virtual map from the plurality of virtualmaps as the target virtual map of the first account.
 17. The computerdevice according to claim 10, wherein the plurality of operationsfurther comprise: receiving a second instruction of the first accountbefore the round of racing game starts, the second instruction beingused for selecting a virtual racing car used on the target virtual mapfrom a plurality of virtual racing cars for the first account.
 18. Thecomputer device according to claim 10, wherein the plurality ofoperations further comprise: reporting the travel position to a server,wherein the server forwards the travel position to a second account ofthe round of racing game, the second account being logged into anotherclient at another computer device for controlling another virtual car inthe round of racing game.
 19. A non-transitory computer-readable storagemedium, storing a plurality of computer programs that, when executed bya processor of a computer device, cause the computer device to perform aplurality of operations including: launching a process corresponding toa round of racing game for a client at the computer device, the round ofracing game having a plurality of virtual maps that are spliced togetherand including a first virtual map and a second virtual map that isconnected to the first virtual map through a first teleporter; obtaininga travel position of a first virtual racing car in a first virtual map,the first virtual racing car being controlled by a first account loggedinto the client; teleporting the first virtual racing car from the firstvirtual map to the second virtual map in the round of racing game whenthe travel position reaches the first teleporter in the first virtualmap; switching a virtual racing car controlled by the first account inthe second virtual map from the first virtual racing car to a secondvirtual racing car when the second virtual map is a target virtual map;and controlling the second virtual racing car to travel in the secondvirtual map, the target virtual map and the second virtual racing carbeing selected by the first account before the round of racing gamestarts.
 20. The non-transitory computer-readable storage mediumaccording to claim 19, wherein the plurality of operations furthercomprise: activating a first ability configured for the second virtualracing car on the client, the first ability being an ability selected bythe first account before the round of racing game starts andautomatically activated or activated by an activation instruction on thetarget virtual map.